Just wanted to point out for posterity that Shemp has been doing a pretty good job the last few months streaming GE:Source on Twitch daily (https://www.twitch.tv/shemphamward) and bringing in some new players to the community. At the moment, he has 10 viewers on his channel, which is pretty good.

In the last couple of weeks, in particular, I've noticed a return of Deathmatch servers competing with Arsenal; I've noticed new players and some who haven't played the mod in years coming on; and I've noticed several other new people streaming GE:Source on Twitch, following Shemp's lead.

Anyway, I thought it would be nice to publicly acknowledge those efforts here... I've noticed them and that they've had a positive impact for the community. It's work like that (along with the amazing updates the dev team is always working on) that helps keep projects like this alive indefinitely.

After a bit of messing around during one of our internal playtests I got the idea for this map, and about a month later here it is! With death pits, crazy geometry, and strange lighting the map rewards players who are willing to take advantage of its unique traits.

Feel free to run it on your server or find one already running it, though for those wanting to play on their own I'm sad to say the layout of the map is very unaccommodating of bots so they don't work particularly well. It's best to play on a server with other players if possible. Have fun!

Nice work! It looks pretty faithful to the source material, and Prison was probably one of the better maps in GF64.

If you're in the mood to go further, I would say the simple visual design of the original level could probably stand to have more detail added to it, like door frames in every doorway and complete re-imaginings of the blander areas in the map.

It could also be worth it to make a nice model of that hanging lamp that's found all over the place in the level, it's somewhat iconic and could give the level its own personal flair.

Either way, I'll have to play this with you guys sometime! It looks fun.

Greetings again folks.It's been a week and map's development is alive and well. I found out to be no textures appropriate for my map, and since the original's in UT are only of 256x256 resolution, I decided it was time for me to learn how to make my own textures, so I've started tinkering around with Substance Designer, therefore the majority of my time used on the map development lately is texture making.

I've not much to show you today, but there's a fair amount of changes in the map itself since my first post, mainly 95% of the secondary geometry is finished, a few textures have been applied, and I've started work on lighting as well. For lighting, I will try to stay as accurate as possible to the original, but many lights in the original are plain white, and I think that feels quite bland, so I'll try to tweak it to look natural enough without eliminating the original feel of the Unreal Tournament map.

Since lighting isn't done at all, the following screenshots will be fullbright, as this only showcases an idea of what the map will look like brush-wise and texture-wise. The wall texture is a work in progress, and a few of the already-available textures are bound to change since some of them are from HL2, and are just placeholders. There's still a few dev textures laying here and there but that should give you an idea of what the final product may look like. No video for now, as I thought this was not a big enough update to warrant a video. Thanks for looking!